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<blockquote data-quote="Theory of Games" data-source="post: 9547449" data-attributes="member: 7042201"><p>Have you read anything about GURPS 4e? The system offers far more than D&D:</p><ul> <li data-xf-list-type="ul">The GM decides what the cap on skills will be, not the rules, so a GM never has to worry about the PCs slamming every encounter.</li> <li data-xf-list-type="ul">Classes are restrictive because they present a limited amount of options. GURPS allows groups to create warriors, mages, healers and any combination imaginable without the rules dictating what exactly the characters can do. GURPS offers templates that provide an idea of what a certain character might look like, rather than how D&D is "your Class limits you to X, your Species limits you to Y, and your Background limits you to Z".</li> <li data-xf-list-type="ul">I ran a lot of D&D (B/X, AD&D1, PF & 5e). I too found all the available homebrew and supplemental material (Bard Games and Dreamscarred Press were favs) really useful, especially when running games because the additional material gave me more options. With GURPS, you have all the options up-front. A common problem with D&D is the Cleric, Rogue and Wizard classes have all outpaced the Fighter in efficiency, leading to the regular "LF/QW" debates. With GURPS, we can make warriors who are very proficient in combat but not so effective that they become "broken".</li> </ul><p>Trying out GURPS Dungeon Fantasy might be the breath of fresh air you've been looking for.</p><p>[URL unfurl="true"]https://www.sjgames.com/gurps/books/dungeonfantasy/[/URL]</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9547449, member: 7042201"] Have you read anything about GURPS 4e? The system offers far more than D&D: [LIST] [*]The GM decides what the cap on skills will be, not the rules, so a GM never has to worry about the PCs slamming every encounter. [*]Classes are restrictive because they present a limited amount of options. GURPS allows groups to create warriors, mages, healers and any combination imaginable without the rules dictating what exactly the characters can do. GURPS offers templates that provide an idea of what a certain character might look like, rather than how D&D is "your Class limits you to X, your Species limits you to Y, and your Background limits you to Z". [*]I ran a lot of D&D (B/X, AD&D1, PF & 5e). I too found all the available homebrew and supplemental material (Bard Games and Dreamscarred Press were favs) really useful, especially when running games because the additional material gave me more options. With GURPS, you have all the options up-front. A common problem with D&D is the Cleric, Rogue and Wizard classes have all outpaced the Fighter in efficiency, leading to the regular "LF/QW" debates. With GURPS, we can make warriors who are very proficient in combat but not so effective that they become "broken". [/LIST] Trying out GURPS Dungeon Fantasy might be the breath of fresh air you've been looking for. [URL unfurl="true"]https://www.sjgames.com/gurps/books/dungeonfantasy/[/URL] [/QUOTE]
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